[NEW] Cinemachine 2.0 and Timeline Integration Aug 31, 2018 11:57:58 GMT uberwiggett, ejlnmusic, and 2 more like this
Post by tharindu on Aug 31, 2018 11:57:58 GMT
CINEMACHINE AND TIMELINE - DRIVING CINEMACHINE SIDE BY SIDE WITH INVECTOR TPC
I wanted to do this for a while now, but Unity 2018.1 stability and the continuous changes in Cinemachine kept me far from it. Now that everything has stabilized in the form of Unity 2018.1 the time was ripe to attempt a newer integration technique, and I must say, it worked like a charm.
The below video is my documentation to you on driving a cinemachine timeline experience while keep the invector 3rd person controller side by side, so you can get the best of both worlds. Enjoy!
The code below is for the TimelineTriggerZone used in the video. Note that this script is taken directly from the 3D Game Kit from Unity and they own all rights to the script below. The 3D Game Kit is an absolute must have and you will learn quite a lot from it, if you have the will to learn.
public class TimelineTriggerZone : MonoBehaviour
public enum TriggerType
public bool startOnAwake;
[Tooltip("This is the gameobject which will trigger the director to play. For example, the player.")]
public GameObject triggeringGameObject;
public PlayableDirector director;
public TriggerType triggerType;
public UnityEvent OnDirectorPlay;
public UnityEvent OnDirectorFinish;
protected bool m_AlreadyTriggered;
public void Start()
m_AlreadyTriggered = true;
void OnTriggerEnter(Collider other)
if (other.gameObject != triggeringGameObject)
if (triggerType == TriggerType.Once && m_AlreadyTriggered)